So, I've been curious about the programming god's claims of "ridiculously efficient raytracing". Unfortunately, the only pirated (lol) copy I could find has only 1 seed (speaks volumes about the "game"'s popularity, doesn't it) and I'll take about 2 hours to download, so I've resorted to looking up letsplays on JewTube. But anyway, it's about what you'd expect.
Flat scenes with a single static light source (and furries, of course):
A few scenes have some materials that look like they should emit light, but don't.


The "tubes" here should cast some light on the surfaces around them, but obviously don't, and it's not even taking into account the "tracing" part which would involve multiple bounces but here, probably due to efficiency reasons, we see 0. Skipping around, there's no trace (lol) of reflections or refractions anywhere, which isn't really surprising at this point.
The only thing resembling dynamic lighting I've found is this:


Again, furries, but more importantly, this just looks like a cheap bloom filter to me. Now, technically, it could still use raytracing, but it would be vastly easier and less-resource intensive to just use baked lighting, which is probably what he has done, but you gotta impress your audience somehow, I guess.
And, of course, since this is an hyper-artistic indie game, we have shit that makes your eyes bleed: